Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

Pages: 1 ... 13 14 [15]

Author Topic: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options  (Read 244192 times)

Sundog

  • Admiral
  • *****
  • Posts: 1648
    • View Profile
Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #210 on: August 14, 2023, 08:28:27 AM »

From what iv been told on the discord this mod reduces the amount of S-mods you can use to 0 by default, but i cant find any options to disable this particular feature like all the others. If this is part of the mod could you please add the option in the configs? I would greatly appreciate it :)

What? That's from Starpocalypse, editable in one of its .json files.
Yup. This mod doesn't affect s-mods in any way.

Lycaeon

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #211 on: August 20, 2023, 02:38:35 PM »

Would it be possible to make the remnants roaming in hyperspace a separate mod? It's the only part of the mod I want for my playthroughs as everything else is already covered by separate mods such as starpocalypse, and lunalib's options aren't straightforward in allowing the rest of the mod to be disabled.

Failing that, a list of lunalib settings to disable/set to vanilla values would work as well. I know it's a big ask, but I feel the remnant hyperspace roaming is a major enough feature to stand on its own.
« Last Edit: August 20, 2023, 03:05:38 PM by Lycaon »
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1648
    • View Profile
Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #212 on: August 21, 2023, 09:33:22 AM »

I might split the roaming remnants feature off into a separate mod at some point, but I don't think it's likely. Updating and testing all of my mods each time Starsector updates already costs too much time, and splitting mods would make that worse. I've actually been considering ways to merge some of them...

I do need to make it easier to disable features though, so I'll try to work on that at some point. In the meantime, you can use this copy of the Luna Settings file that defaults to disabling all features. If you replace "/mods/Ruthless Sector/data/config/LunaSettings.csv" with that file and "Reset Mod to Default" in LunaSettings, it should be just like the mod isn't installed. Then you can just re-enable hyperspace remnants.

everything else is already covered by separate mods such as starpocalypse
Only overlap I'm aware of between this mod and Starpocalypse is that they both adjust relations, and even then the adjustment criteria are different enough that they make sense together. I'm not quite as familiar with other difficulty mods though. If you could point out where other overlap exists I'd appreciate it.

Lycaeon

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #213 on: August 21, 2023, 10:23:55 AM »

Really appreciate the settings file. Much thanks! :D

In terms of overlap, I'd say the following:

Nexerelin already disables the Galatian stipend with the spacer start, replacing it with an increasing monthly debt instead.
The ingame ironman mode prevents save-scumming, and if I lose my entire fleet I consider that a game over.
I'm not sure how the automated defense range bonus will interact with Realistic Combat as that mod in general is very picky about interacting with other combat mods.
Reputation changes in starpocalypse as you've mentioned.

Mod features that are unique: The xp and danger star changes, the faction commission changes, and the remnant in hyperspace.
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1648
    • View Profile
Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #214 on: August 21, 2023, 11:57:17 AM »

Thanks for the feedback!  ;D

Nexerelin already disables the Galatian stipend with the spacer start, replacing it with an increasing monthly debt instead.
This one's actually vanilla, believe it or not. Nex just makes it much more accessible. Normally you'd have to toggle a value in settings.json to even see the spacer start option

Lycaeon

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #215 on: August 21, 2023, 12:11:16 PM »

This one's actually vanilla, believe it or not. Nex just makes it much more accessible. Normally you'd have to toggle a value in settings.json to even see the spacer start option

Huh, neat. I wonder why it's not enabled as a 'hard' setting in the base game.

On an aside, after reviewing the settings I decided to enable the XP changes as well, since they seem to be more in-depth than the vanilla xp system. They shouldn't interfere with Starship Legends as that's another one of your mods and Realistic Combat doesn't make any changes to the XP multiplier as far as I know.
« Last Edit: August 21, 2023, 12:20:15 PM by Lycaon »
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1648
    • View Profile
Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #216 on: August 21, 2023, 10:05:16 PM »

Huh, neat. I wonder why it's not enabled as a 'hard' setting in the base game.
iirc Alex thought it was too experimental. Making it easily accessible could end up with too many people starting campaigns they won't enjoy as much. I think it's a perfect addition for Nex, because anyone who's using Nex and choosing the spacer start is likely to know what they're doing. I'm a big fan of the debt mechanic, personally, but I find the slow startup with the solo shuttle too boring.

They shouldn't interfere with Starship Legends
The xp adjustments from ruthless sector do affect starship legends. I wouldn't call it interference though, as it's a 100% deliberate interaction. I think the way vanilla awards xp is perfectly fine (better for most players, in fact). The idea behind the xp changes ruthless sector makes is basically to grant less progress for easy fights, so that difficult battles become a sort of "gating mechanism" for character progression. This can encourage optimized/cheesy strats and result in disappointment/frustration when the mod considers a fight easy and the player doesn't. If you decide to keep the xp changes enabled, I highly recommend also enabling all of the notifications on the "Other" tab, as they provide useful feedback about how the mod will scale the xp earned from each battle.

Shadowkiller

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #217 on: August 24, 2023, 08:43:17 PM »

From what iv been told on the discord this mod reduces the amount of S-mods you can use to 0 by default, but i cant find any options to disable this particular feature like all the others. If this is part of the mod could you please add the option in the configs? I would greatly appreciate it :)

What? That's from Starpocalypse, editable in one of its .json files.
Yup. This mod doesn't affect s-mods in any way.

Lmao im sorry for the mistake, i even got confirmation from multiple people before posting so thats a tad embarrassing. Thank you for pointing out the actual culprit!
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1648
    • View Profile
Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #218 on: August 24, 2023, 10:41:50 PM »

No worries! The Starsector Modiverse has gotten pretty big. There's a lot to keep track of.
Pages: 1 ... 13 14 [15]